These bright glowing seeds are chalked full of magical energy. These seeds are what allow magic to flow in the world and hence be used. They are THE source for magic in the world.
The current seed the party has about the size of an oblong basketball.
If touching/in possession of a Mana Seed for more than 24 hours consecutively, a PC/NPC has to retrain 5 non-casting class levels into 5 casting class levels. This is due to the seed forever altering the holder. They must still meet the prerequisites for that class. If a PC/NPC has less than 5 levels then the character retrains all available levels. Bonuses given from replaced levels are lost and are replaced accordingly (feats, skill points etc.). This is a permanent change. (Seed bonuses listed below do not count toward meeting prerequisites for the retrained levels as these bonuses go away once the seed is no longer in possession of the caster) This change only happens once per PC/NPC.
In addition, the caster holding it and their allies within the giving radius' gain bonuses from the Mana Seed based on the following (You must have at least 1 caster level to gain these bonuses):
- Holding onto or considered in possession of (holding, strapped on back, in backpack, etc.) (Must have 1 casting class). Does not count if in extra-planar bag such as a bag of holding. Only one person may have this bonus at a time. It takes 3 full rounds to attune to the person holding it before the bonuses take effect:
+20 Caster Levels for the purposes of caster level checks (This stacks with other + Caster Level bonuses)
Spell Resistance +20%
You may cast two extra spells from each spell level you can cast from. (It does not count against your maximum for that day. The first two spells cast from that level counts as the extra. It is only available one per day.)
Resist Psionics +50%
+10 to Intelligence
+10 to Wisdom
+10 to Will Saves Skills (This is misc. bonus that stays as long as you are in direct possession of the seed.):
Knowledge: Arcana +100
Spellcraft: +50
Use Magical Device: +50 Feats (You do not need to meet the prerequisites. These feats stay as long as you are in direct possession of the seed.):
Arcane Power
Area Control
Armored Casting
Cantrip
Cantrip Mastery
Delay Spell
Dispel Mastery
Double Cantrips
Efficient Spell
Epic Spell Casting
Epic Spell Focus
Eschew Materials
Expand Spell
Fast Spell
Greater Spell Focus
Ignore Material Components
Maximize Spell
Quicken Spell
Spell Focus
Spell Penetration
Greater Spell Penetration
Epic Spell Penetration
Widen Spell
The down side: High magic and High technology do not mix very well. While holding onto or considered in possession of a Mana Seed, all active nanite powers have a 90% failure chance. This does not count toward non-active powers like ability score or save score modifiers. You can temporarily burn an action point to: A) Re-roll the failure percentage chance one more time or B) Lower the percentage failure chance equal to the 2 d6 die total (example, you roll a total of 7 on 2 d6, now the failure percentage chance for that full round action is 83% instead of 90%). Fail chances are made once per full round action, not per attack. Heroic Surges constitute as an additional failure percentage roll as it counts as an additional action.
- Within a 60' radius (Must be an ally and have 1 casting class):
+10 Caster Levels for the purposes of caster level checks (This stacks with other + Caster Level bonuses)
Spell Resistance +10%
You may cast one extra spell from each spell level you can cast from (It does not count against your maximum for that day. The first spell cast from that level counts as the extra. It is only available once a day).
Resist Psionics +20%
+3 to Intelligence
+3 to Wisdom
+3 to Will Saves
- Within a 120' radius (Must be an ally and have 1 casting class):
+5 Caster Levels for the purposes of caster level checks (This stacks with other + Caster Level bonuses)
Spell Resistance +5%
Resist Psionics +10%
+1 to Intelligence
+1 to Wisdom
+1 to Will Saves
These bright glowing seeds are chalked full of magical energy. These seeds are what allow magic to flow in the world and hence be used. They are THE source for magic in the world.
The current seed the party has about the size of an oblong basketball.
If touching/in possession of a Mana Seed for more than 24 hours consecutively, a PC/NPC has to retrain 5 non-casting class levels into 5 casting class levels. This is due to the seed forever altering the holder. They must still meet the prerequisites for that class. If a PC/NPC has less than 5 levels then the character retrains all available levels. Bonuses given from replaced levels are lost and are replaced accordingly (feats, skill points etc.). This is a permanent change. (Seed bonuses listed below do not count toward meeting prerequisites for the retrained levels as these bonuses go away once the seed is no longer in possession of the caster) This change only happens once per PC/NPC.
In addition, the caster holding it and their allies within the giving radius' gain bonuses from the Mana Seed based on the following (You must have at least 1 caster level to gain these bonuses):
- Holding onto or considered in possession of (holding, strapped on back, in backpack, etc.) (Must have 1 casting class). Does not count if in extra-planar bag such as a bag of holding. Only one person may have this bonus at a time. It takes 3 full rounds to attune to the person holding it before the bonuses take effect:
+20 Caster Levels for the purposes of caster level checks (This stacks with other + Caster Level bonuses)
Spell Resistance +20%
You may cast two extra spells from each spell level you can cast from. (It does not count against your maximum for that day. The first two spells cast from that level counts as the extra. It is only available one per day.)
Resist Psionics +50%
+10 to Intelligence
+10 to Wisdom
+10 to Will Saves
Skills (This is misc. bonus that stays as long as you are in direct possession of the seed.):
Knowledge: Arcana +100
Spellcraft: +50
Use Magical Device: +50
Feats (You do not need to meet the prerequisites. These feats stay as long as you are in direct possession of the seed.):
Arcane Power
Area Control
Armored Casting
Cantrip
Cantrip Mastery
Delay Spell
Dispel Mastery
Double Cantrips
Efficient Spell
Epic Spell Casting
Epic Spell Focus
Eschew Materials
Expand Spell
Fast Spell
Greater Spell Focus
Ignore Material Components
Maximize Spell
Quicken Spell
Spell Focus
Spell Penetration
Greater Spell Penetration
Epic Spell Penetration
Widen Spell
The down side: High magic and High technology do not mix very well. While holding onto or considered in possession of a Mana Seed, all active nanite powers have a 90% failure chance. This does not count toward non-active powers like ability score or save score modifiers. You can temporarily burn an action point to: A) Re-roll the failure percentage chance one more time or B) Lower the percentage failure chance equal to the 2 d6 die total (example, you roll a total of 7 on 2 d6, now the failure percentage chance for that full round action is 83% instead of 90%). Fail chances are made once per full round action, not per attack. Heroic Surges constitute as an additional failure percentage roll as it counts as an additional action.
- Within a 60' radius (Must be an ally and have 1 casting class):
+10 Caster Levels for the purposes of caster level checks (This stacks with other + Caster Level bonuses)
Spell Resistance +10%
You may cast one extra spell from each spell level you can cast from (It does not count against your maximum for that day. The first spell cast from that level counts as the extra. It is only available once a day).
Resist Psionics +20%
+3 to Intelligence
+3 to Wisdom
+3 to Will Saves
- Within a 120' radius (Must be an ally and have 1 casting class):
+5 Caster Levels for the purposes of caster level checks (This stacks with other + Caster Level bonuses)
Spell Resistance +5%
Resist Psionics +10%
+1 to Intelligence
+1 to Wisdom
+1 to Will Saves